-
Notifications
You must be signed in to change notification settings - Fork 164
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
"outside repository" fatal error #34
Comments
Hi! Sorry about that, this is more or less a known problem, depending on how you use the Editor, but I shall try to get rid of this when I get some time to spend into it... Cheers! |
I'm encountering this same issue in a 4.16 project. 😢 I started the project and Git repo with 4.16 Preview 1. It worked fine through all the preview releases, but today using the 4.16 stable release I am getting errors for almost every action. If I launch the editor and click "Submit to Source Control":
If I turn off source control and attempt to connect again:
Just thought I'd give you more evidence to work with in addressing this issue. Good luck fixing it! Thanks for all the hard work! 😄 |
Okay, trying to reproduce this with UE4.16, git version 2.13.0.windows.1, which include git-lfs/2.1.0 (GitHub; windows amd64; go 1.8.1; git bd2c9987). Creating a new First Person Blueprint project, using the automatic repository creation and automatic initial commit. Here is the message I get when I commit a modified asset using right-clic context menu (no problem):
Using the global "Submit to Source Control", I get an info message with the error (but it's filtered out as not a real error, hence the "Info" prefix:
I installed UE4.16 in default location, and my project is in the same drive, in C:\Users\sebas\workspace\MyProject2 ps1: so at least, creating a fresh repository with a recent git version is working on Windows. |
@nkpfstr Can you give me some more info, what Git version? How did you create your repository: using the connect screen of the plugin? Or with a GUI tool? Do you happen to have a .gitattributes file? Did you try to setup git LFS at some point? What are the path to your project? |
Using git version 2.10.0.windows.1 without Git LFS on the same project is working the same. |
2.11.0.windows.3
With the connect screen of the UE4 plugin.
Yes. It's configured for Git LFS to recognize Unreal assets:
Yes, see above. Worth noting that I setup LFS with GitHub Desktop, which I also use for all my Git operations outside UE4.
It's on a separate drive; UE4 and Git are both installed on C drive. |
Thanks for the detailed information, I shall try to see if projects on a secondary drive is a problem. Other than that, there are to possible culprits:
(also, I need to have some sleep, so good night) |
Hi @nkpfstr, so I reproduced your problem by creating a new project with Git+LFS, then uninstalling Git and LFS: the plugin then find another "git.exe" (for me inside SmartGit, for you the one shipped with Github) but for this git.exe there is no associated LFS extension, so any actions now fails! Can you please confirm that your Git.exe path is not the standard one ("C:\Program Files\Git\bin\git.exe")? |
That's correct. The Git.exe detected by the UE4 Git plugin is in |
Ok, so you should be able to override this with the correct (above) path and get things working again :) Also, there should have been no changes between 4.16 preview and final release, so I am not sure about why you have this problem at this time... |
Just for future reference, this "fatal:" error is only when you have the "Engine Content" displayed in the Content Browser! LogSourceControl: Warning: RunCommand(status) ReturnCode=128: |
Not sure if this is related but I can't get this plugin to work at all with 4.19.2. This is the only error in the message log. It happens when making a new third-person template project and trying to check out any file. The file always fails to checkout, however, the file still gets locked and this error is displayed in the message log. I am trying to use git lfs and file locking with a private github repository. |
even though we do not display the engine content in the content browser we get this error on every file after the first push |
hello, [2019.02.19-16.15.19:709][298]LogSourceControl: LockedFile(F:/Unreal Projects/Project_Production/Content/mats/NewMaterial2.uasset, Sven) [2019.02.19-16.15.19:770][302]LogSourceControl: Warning: RunCommand(status) ReturnCode=128: |
Is there any update on this issue, since I'm experience it using Linux running UE 5.3.2? |
Hi! I'm having a problem when I commit into my project, complaining about the files that are used but are external to the repository and live in the engine instead. This is what the Message Log shows when I try to commit:

I understand what's causing this is the fact that only the project files were set to be part of the git repository and not the ones inside the engine. But what's the idea to solve this? I thought that the plugin would take care of that. I'm using UE 4.13.2. Thank you.
The text was updated successfully, but these errors were encountered: